.TH "MainState" 3 "Fri Dec 13 2013" "GameEngine" \" -*- nroff -*-
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.SH NAME
MainState \- 
.SH SYNOPSIS
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.PP
.PP
\fC#include <MainState\&.h>\fP
.PP
Inherits \fBStateMachine\fP\&.
.SS "Public Member Functions"

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.RI "\fBMainState\fP (void)"
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.RI "\fB~MainState\fP (void)"
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.RI "void \fBupdateGame\fP (int timer)"
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.RI "void \fBrenderGame\fP (float interpolation)"
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.RI "void \fBhandleInput\fP (GLFWwindow *window)"
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.RI "void \fBloadShader\fP (const char *vertex, const char *fragment)"
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.RI "long \fBstateChanger\fP ()"
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.RI "long \fBgetKeyCode\fP ()"
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.RI "void \fBreInit\fP ()"
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.RI "void \fBinit\fP ()"
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.RI "void \fBinitObjects\fP ()"
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.SS "Private Attributes"

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.RI "bool \fBhasBeenLoaded\fP"
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.RI "GLuint \fBVBO\fP"
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.RI "GLuint \fBVBO2\fP"
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.RI "GLuint \fBVAO\fP"
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.RI "\fBLoadShader\fP * \fBloadshader\fP"
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.RI "\fBMatrix4f\fP * \fBworld\fP"
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.RI "GLuint \fBShaderProgram\fP"
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.RI "long \fBchangeState\fP"
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.SS "Static Private Attributes"

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.RI "static const char * \fBpVS\fP"
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.RI "static const char * \fBpFS\fP"
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.RI "static const long \fBkeycode\fP = 200000000L"
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.SH "Detailed Description"
.PP 
Definition at line 17 of file MainState\&.h\&.
.SH "Constructor & Destructor Documentation"
.PP 
.SS "MainState::MainState (void)"

.PP
Definition at line 37 of file MainState\&.cpp\&.
.PP
References changeState, hasBeenLoaded, loadshader, NULL, ShaderProgram, VAO, VBO, VBO2, and world\&.
.SS "MainState::~MainState (void)"

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Definition at line 52 of file MainState\&.cpp\&.
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References ShaderProgram\&.
.SH "Member Function Documentation"
.PP 
.SS "long MainState::getKeyCode ()\fC [virtual]\fP"

.PP
Implements \fBStateMachine\fP\&.
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Definition at line 172 of file MainState\&.cpp\&.
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References keycode\&.
.SS "void MainState::handleInput (GLFWwindow *window)\fC [virtual]\fP"

.PP
Implements \fBStateMachine\fP\&.
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Definition at line 73 of file MainState\&.cpp\&.
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References changeState\&.
.SS "void MainState::init ()\fC [virtual]\fP"

.PP
Implements \fBStateMachine\fP\&.
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Definition at line 62 of file MainState\&.cpp\&.
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References initObjects(), loadShader(), loadshader, pFS, pVS, and ShaderProgram\&.
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Referenced by reInit()\&.
.SS "void MainState::initObjects ()"

.PP
Definition at line 69 of file MainState\&.cpp\&.
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References world\&.
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Referenced by init()\&.
.SS "void MainState::loadShader (const char *vertex, const char *fragment)"

.PP
Definition at line 56 of file MainState\&.cpp\&.
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References LoadShader::compileShaders(), loadshader, and ShaderProgram\&.
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Referenced by init()\&.
.SS "void MainState::reInit ()\fC [virtual]\fP"

.PP
Implements \fBStateMachine\fP\&.
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Definition at line 160 of file MainState\&.cpp\&.
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References changeState, hasBeenLoaded, init(), and ShaderProgram\&.
.SS "void MainState::renderGame (floatinterpolation)\fC [virtual]\fP"

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Implements \fBStateMachine\fP\&.
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Definition at line 88 of file MainState\&.cpp\&.
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References VAO\&.
.SS "long MainState::stateChanger ()\fC [virtual]\fP"

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Implements \fBStateMachine\fP\&.
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Definition at line 156 of file MainState\&.cpp\&.
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References changeState\&.
.SS "void MainState::updateGame (inttimer)\fC [virtual]\fP"

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Implements \fBStateMachine\fP\&.
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Definition at line 84 of file MainState\&.cpp\&.
.SH "Member Data Documentation"
.PP 
.SS "long MainState::changeState\fC [private]\fP"

.PP
Definition at line 58 of file MainState\&.h\&.
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Referenced by handleInput(), MainState(), reInit(), and stateChanger()\&.
.SS "bool MainState::hasBeenLoaded\fC [private]\fP"

.PP
Definition at line 41 of file MainState\&.h\&.
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Referenced by MainState(), and reInit()\&.
.SS "const long MainState::keycode = 200000000L\fC [static]\fP, \fC [private]\fP"

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Definition at line 56 of file MainState\&.h\&.
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Referenced by getKeyCode()\&.
.SS "\fBLoadShader\fP* MainState::loadshader\fC [private]\fP"

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Definition at line 49 of file MainState\&.h\&.
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Referenced by init(), loadShader(), and MainState()\&.
.SS "const char * MainState::pFS\fC [static]\fP, \fC [private]\fP"
\fBInitial value:\fP
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.nf
= "                                                      \n\
#version 330                                                                      \n\
                                                                                    \n\
                                                                                    \n\
out vec3 FragColor;                                                                 \n\
                                                                                    \n\
void main()                                                                         \n\
{                                                                                   \n\
    FragColor = vec3(0\&.2,0\&.6,0\&.2);                                                  \n\
}"
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.PP
Definition at line 38 of file MainState\&.h\&.
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Referenced by init()\&.
.SS "const char * MainState::pVS\fC [static]\fP, \fC [private]\fP"
\fBInitial value:\fP
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.nf
= "                                                      \n\
#version 330                                                                       \n\
                                                                                    \n\
layout (location = 0) in vec3 position;                                             \n\
                                                                                    \n\
                                                                                    \n\
void main()                                                                         \n\
{                                                                                   \n\
    gl_Position = vec4(position, 1\&.0);                                               \n\
}"
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.PP
Definition at line 37 of file MainState\&.h\&.
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Referenced by init()\&.
.SS "GLuint MainState::ShaderProgram\fC [private]\fP"

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Definition at line 53 of file MainState\&.h\&.
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Referenced by init(), loadShader(), MainState(), reInit(), and ~MainState()\&.
.SS "GLuint MainState::VAO\fC [private]\fP"

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Definition at line 46 of file MainState\&.h\&.
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Referenced by MainState(), and renderGame()\&.
.SS "GLuint MainState::VBO\fC [private]\fP"

.PP
Definition at line 44 of file MainState\&.h\&.
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Referenced by MainState()\&.
.SS "GLuint MainState::VBO2\fC [private]\fP"

.PP
Definition at line 45 of file MainState\&.h\&.
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Referenced by MainState()\&.
.SS "\fBMatrix4f\fP* MainState::world\fC [private]\fP"

.PP
Definition at line 51 of file MainState\&.h\&.
.PP
Referenced by initObjects(), and MainState()\&.

.SH "Author"
.PP 
Generated automatically by Doxygen for GameEngine from the source code\&.
